Rebeca García Betances

Rebeca García Betances

orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 August 2014 in American Journal of Alzheimer's Disease and Other Dementias®
Verified
Journal Article
Closed access
RBRebeca García Betances
Rebeca García Betances
VJViveca Jiménez-Mixco
Viveca Jiménez-Mixco
MAMaría T. Arredondo
María T. Arredondo
Maria Cabrera-UmpierrezMaria Cabrera-Umpierrez
Maria Cabrera-Umpierrez
There is a pressing demand for improving the quality and efficacy of health care and social support services needed by the world’s growing elderly population, especially by those affected by mild cognitive impairment (MCI) and Alzheimer’s disease (AD)-type early-stage dementia. Meeting that demand can significantly benefit from the deployment of innovative, computer-based applications capable of addressing specific needs, particularly in the area of cognitive impairment mitigation and rehabilitation. In that context, we present here our perspective viewpoint on the use of virtual reality (VR) tools for cognitive rehabilitation training, intended to assist medical personnel, health care workers, and other caregivers in improving the quality of daily life activities of people with MCI and AD. We discuss some effective design criteria and developmental strategies and suggest some possibly useful protocols and procedures. The particular innovative supportive advantages offered by the immersive interactive characteristics inherent to VR technology are discussed.

12 May 2015 in Frontiers in Aging Neuroscience
Verified
Journal Article
Open access
PDF file
RBRebeca García Betances
Rebeca García Betances
MWMaría Teresa Arredondo Waldmeyer
María Teresa Arredondo Waldmeyer
Giuseppe FicoGiuseppe Fico
Giuseppe Fico
Maria Cabrera-UmpierrezMaria Cabrera-Umpierrez
Maria Cabrera-Umpierrez
We provide a brief review and appraisal of recent and current virtual reality (VR) technology for Alzheimer’s disease (AD) applications. We categorize them according to their intended purpose (e.g. diagnosis, patient cognitive training, caregivers’ education, etc.), focus feature (e.g. spatial impairment, memory deficit, etc.), methodology employed (e.g. tasks, games, etc), immersion level, and passive or active interaction. Critical assessment indicates that most of them do not yet take full advantage of virtual environments with high levels of immersion and interaction. Many still rely on conventional 2D graphic displays to create non-immersive or semi-immersive VR scenarios. Important improvements are needed to make VR a better and more versatile assessment and training tool for AD. The use of the latest display technologies available, such as emerging head-mounted displays and 3D smart TV technologies, together with realistic multi-sensorial interaction devices, and neuro-physiological feedback capacity, are some of the most beneficial improvements this mini-review suggests. Additionally, it would be desirable that such VR applications for AD be easily and affordably transferable to in-Home and nursing home environments.

1 June 2020 in Journal of Medical Internet Research
Verified
Journal Article
Open access
JPJose Guzman Parra
Jose Guzman Parra
PBPilar Barnestein-Fonseca
Pilar Barnestein-Fonseca
GGGloria Guerrero-Pertiñez
Gloria Guerrero-Pertiñez
Peter AnderbergPeter Anderberg
Peter Anderberg
LJLuis Jimenez-Fernandez
Luis Jimenez-Fernandez
FMFermin Mayoral
Fermin Mayoral
Background: Information and communication technologies are promising tools to increase the quality of life of people with dementia or mild cognitive impairment and that of their caregivers. However, there are barriers to their use associated with sociodemographic factors and negative attitudes, as well as inadequate knowledge about technologies. Objective: The aim of this study was to analyze technophilia (attitudes toward new technologies) and the use of smartphones and tablets along with associated factors in people with dementia/mild cognitive impairment and their caregivers. Methods: Data from the first visit of the Support Monitoring and Reminder for Mild Dementia (SMART4MD) randomized multicenter clinical trial were used for this analysis. Data were obtained from two European countries, Spain and Sweden, and from three centers: Consorci Sanitari de Terrassa (Catalonia, Spain), Servicio Andaluz de Salud (Andalusia, Spain), and the Blekinge Institute of Technology (Sweden). Participants with a score between 20 and 28 in the Mini Mental State Examination, with memory problems (for more than 6 months), and who were over the age of 55 years were included in the study, along with their caregivers. The bivariate Chi square and Mann-Whitney tests, and multivariate linear and logistic regression models were used for statistical analysis. Results: A total of 1086 dyads were included (N=2172). Overall, 299 (27.53%) of people with dementia/mild cognitive impairment had a diagnosis of dementia. In addition, 588 (54.14%) of people with dementia/mild cognitive impairment reported using a smartphone almost every day, and 106 (9.76%) used specific apps or software to support their memory. Among the caregivers, 839 (77.26%) used smartphones and tablets almost every day, and 181 (16.67%) used specific apps or software to support their memory. The people with dementia/mild cognitive impairment showed a lower level of technophilia in comparison to that of their caregivers after adjusting for confounders (B=0.074, P=.02) with differences in technology enthusiasm (B=0.360, P<.001), but not in technology anxiety (B=–0.042, P=.37). Technophilia was associated with lower age (B=–0.009, P=.004), male gender (B=–0.160, P<.001), higher education level (P=.01), living arrangement (living with children vs single; B=–2.538, P=.01), country of residence (Sweden vs Spain; B=0.256, P<.001), lower depression (B=–0.046, P<.001), and better health status (B=0.004, P<.001) in people with dementia/mild cognitive impairment. Among caregivers, technophilia was associated with comparable sociodemographic factors (except for living arrangement), along with a lower caregiver burden (B=–0.005, P=.04) and better quality of life (B=0.348, P<.001). Conclusions: Technophilia was associated with a better quality of life and sociodemographic variables in people with dementia/mild cognitive impairment and caregivers, suggesting potential barriers for technological interventions. People with dementia/mild cognitive impairment frequently use smartphones and tablets, but the use of specific apps or software to support memory is limited. Interventions using these technologies are needed to overcome barriers in this population related to sociodemographic characteristics and the lack of enthusiasm for new technologies. Trial Registration: ClinicalTrials.gov NCT03325699; https://clinicaltrials.gov/ct2/show/NCT03325699

3 July 2019 in Sensors
Verified
Journal Article
Open access
PDF file
MOManuel Ottaviano
Manuel Ottaviano
MBMARIA EUGENIA BELTRAN-JAUNSARAS
MARIA EUGENIA BELTRAN-JAUNSARAS
JTJosé Gabriel Teriús-Padrón
José Gabriel Teriús-Padrón
RBRebeca García Betances
Rebeca García Betances
SGSergio González-Martínez
Sergio González-Martínez
Maria Teresa Arredondo WaldmeyerMaria Teresa Arredondo Waldmeyer
Maria Teresa Arredondo Waldmeyer
The growth of the urban population together with a high concentration of air pollution have important health impacts on citizens who are exposed to them, causing serious risks of the development and evolution of different chronic diseases. This paper presents the design and development of a novel participatory citizen science-based application and data ecosystem model. These developments are imperative and scientifically designed to gather and process perceptual sensing of urban, environmental, and health data. This data acquisition approach allows citizens to gather and generate environment- and health-related data through mobile devices. The sum of all citizens’ data will continuously enrich and increase the volumes of data coming from the city sensors and sources across geographical locations. These scientifically generated data, coupled with data from the city sensors and sources, will enable specialized predictive analytic solutions to empower citizens with urban, environmental, and health recommendations, while enabling new data-driven policies. Although it is difficult for citizens to relate their personal behaviour to large-scale problems such as climate change, pollution, or public health, the developed ecosystem provides the necessary tools to enable a greener and healthier lifestyle, improve quality of life, and contribute towards a more sustainable local environment.

24 July 2019 in Sensors
Verified
Journal Article
Open access
PDF file
EGEugenio Gaeta
Eugenio Gaeta
MBMARIA EUGENIA BELTRAN-JAUNSARAS
MARIA EUGENIA BELTRAN-JAUNSARAS
GCGloria Cea
Gloria Cea
BSBernadette Spieler
Bernadette Spieler
ABAndrew Burton
Andrew Burton
MWMaría T. Arredondo Waldmeyer
María T. Arredondo Waldmeyer
The constructivist approach is interested in creating knowledge through active engagement and encourages students to build their knowledge from their experiences in the world. Learning through digital game making is a constructivist approach that allows students to learn by developing their own games, enhancing problem-solving skills and fostering creativity. In this context two tools, Create@School App and the Project Management Dashboard (PMD), were developed to enable students from different countries to be able to adapt their learning material by programming and designing games for their academic subjects, therefore integrating the game mechanics, dynamics, and aesthetics into the academic curriculum. This paper focuses on presenting the validation context as well as the evaluation of these tools. The Hassenzahl model and AttrakDiff survey were used for measuring users’ experience and satisfaction, and for understanding emotional responses, thus providing information that enables testing of the acceptability and usability of the developed apps. After two years of usage of code-making apps (i.e., Create@School and its pre-design version Pocket Code), the pupils processed knowledge from their academic subjects spontaneously as game-based embedded knowledge. The students demonstrated creativity, a practical approach, and enthusiasm regarding making games focused on academic content that led them to learning, using mobile devices, sensors, images, and contextual information. This approach was widely accepted by students and teachers as part of their everyday class routines.

23 April 2014 in Sensors
Verified
Journal Article
Open access
PDF file
JCJuan Bautista Montalva Colomer
Juan Bautista Montalva Colomer
Dario SalviDario Salvi
Dario Salvi
Maria Cabrera-UmpierrezMaria Cabrera-Umpierrez
Maria Cabrera-Umpierrez
Maria Teresa Arredondo WaldmeyerMaria Teresa Arredondo Waldmeyer
Maria Teresa Arredondo Waldmeyer
Patricia Abril-JimenezPatricia Abril-Jimenez
Patricia Abril-Jimenez
AGAlejandro Martín Gil
Alejandro Martín Gil
Ambient assisted living (AAL) is a complex field, where different technologies are integrated to offer solutions for the benefit of different stakeholders. Several evaluation techniques are commonly applied that tackle specific aspects of AAL; however, holistic evaluation approaches are lacking when addressing the needs of both developers and end-users. Living labs have been often used as real-life test and experimentation environments for co-designing AAL technologies and validating them with relevant stakeholders. During the last five years, we have been evaluating AAL systems and services in the framework of various research projects. This paper presents the lessons learned in this experience and proposes a set of harmonized guidelines to conduct evaluations in living labs.